equal
deleted
inserted
replaced
126 mp.x:= (p1.x + p2.x) div 2; |
126 mp.x:= (p1.x + p2.x) div 2; |
127 mp.y:= (p1.y + p2.y) div 2; |
127 mp.y:= (p1.y + p2.y) div 2; |
128 |
128 |
129 // don't process too short segments or those which are too close to map borders |
129 // don't process too short segments or those which are too close to map borders |
130 if (p1.x = NTPX) |
130 if (p1.x = NTPX) |
131 or (dab < minDistance * 3) |
131 or (dab < minDistance * 3) |
132 or (mp.x < LongInt(leftX) + mapBorderMargin) |
132 or (mp.x < LongInt(leftX) + mapBorderMargin) |
133 or (mp.x > LongInt(rightX) - mapBorderMargin) |
133 or (mp.x > LongInt(rightX) - mapBorderMargin) |
134 or (mp.y < LongInt(topY) + mapBorderMargin) |
134 or (mp.y < LongInt(topY) + mapBorderMargin) |
135 or (mp.y > LongInt(LAND_HEIGHT) - mapBorderMargin) |
135 or (mp.y > LongInt(LAND_HEIGHT) - mapBorderMargin) |
136 then |
136 then |
341 fps:=Template.FillPoints^; |
341 fps:=Template.FillPoints^; |
342 ResizeLand(Template.TemplateWidth, Template.TemplateHeight); |
342 ResizeLand(Template.TemplateWidth, Template.TemplateHeight); |
343 for y:= 0 to LAND_HEIGHT - 1 do |
343 for y:= 0 to LAND_HEIGHT - 1 do |
344 for x:= 0 to LAND_WIDTH - 1 do |
344 for x:= 0 to LAND_WIDTH - 1 do |
345 Land[y, x]:= lfBasic; |
345 Land[y, x]:= lfBasic; |
346 |
346 |
347 minDistance:= sqr(cFeatureSize) div 8 + 10; |
347 minDistance:= sqr(cFeatureSize) div 8 + 10; |
348 //dabDiv:= getRandom(41)+60; |
348 //dabDiv:= getRandom(41)+60; |
349 //dabDiv:= getRandom(31)+70; |
349 //dabDiv:= getRandom(31)+70; |
350 dabDiv:= getRandom(21)+100; |
350 dabDiv:= getRandom(21)+100; |
351 MaxHedgehogs:= Template.MaxHedgehogs; |
351 MaxHedgehogs:= Template.MaxHedgehogs; |
353 playHeight:= Template.TemplateHeight; |
353 playHeight:= Template.TemplateHeight; |
354 playWidth:= Template.TemplateWidth; |
354 playWidth:= Template.TemplateWidth; |
355 leftX:= (LAND_WIDTH - playWidth) div 2; |
355 leftX:= (LAND_WIDTH - playWidth) div 2; |
356 rightX:= Pred(leftX + playWidth); |
356 rightX:= Pred(leftX + playWidth); |
357 topY:= LAND_HEIGHT - playHeight; |
357 topY:= LAND_HEIGHT - playHeight; |
358 |
358 |
359 {$HINTS OFF} |
359 {$HINTS OFF} |
360 SetPoints(Template, pa, @fps); |
360 SetPoints(Template, pa, @fps); |
361 {$HINTS ON} |
361 {$HINTS ON} |
362 |
362 |
363 Distort2(Template, @fps, pa); |
363 Distort2(Template, @fps, pa); |